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Conclusion & Bibliography

Conclusion

The main objective of this project was to create a next-generation abandoned theme park environment, using current industry standard techniques and approaches, targeting high end consoles and PCs. This project was also intended as a stepping stone to a much larger environment which will hopefully be a prominent piece of portfolio work when completed.


Beyond doubt, the creation of an abandoned theme park of this scale was a huge undertaking. In the industry a team of artists and coders would typically assemble to create an environment of this size, and thus undertaking this feat alone is very ambitious. After a decision to scale back over-ambitious aims, the entrance area of the amusement park is now completed to a high standard.

 

Not only was this environment a great opportunity to learn new skills and industry standard techniques (for example with dynamic cloth effects), but it was also an excuse to polish all of the pivotal skills and approaches studied over the past year. Every aspect of game environment creation was scrutinised and tested numerous times, forcing creative solutions and applications to current and future industry standard techniques.

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While the resulting environment is not perfect, it is definitely a step in the right direction. A number of new skills were learned throughout the process, and others just fine-tuned and refined. I set out to challenge myself as much as I possibly could with this environment, and I certainly did that. The environment as it stands is an accurate depiction of the aims and intentions of the project, and I look forward to continuing the environment soon. 

Bibliogrphy
Books

Thorn, A. (2013) Game Development Principles. 1st edn. Delmar Cengage Learning.

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Dunlop, R. (2014) Production Pipeline Fundamentals for Film and Games. London, United Kingdom: Taylor and Francis.

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Salmond, M. (2016) Video Game Design: Principles and Practices From the Ground Up, United Kingdom: Fairchild Books.

Conferences, Videos and Live Streams:

Unreal Engine (2016) ‘4.13 animation features part 1 and September UE4Jam theme - unreal Livestream’. Available at: https://www.youtube.com/watch?v=h2egrj1pXzw&t=3694s (Accessed: 10 December 2016).

 

SpreadMaster (2010) ‘Abandoned Six flags New Orleans tour’. Available at: https://www.youtube.com/watch?v=Bcja8UBtXdk (Accessed: 9 December 2016).

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Tales of Nalstone (2015) ‘Basic unreal engine 4 apex cloth’. Available at: https://www.youtube.com/watch?v=uTOELBNBt04&t=242s (Accessed: 9 December 2016).

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Burgess, J. (2016) ‘‘Fallout 4’s’ Modular Level Design, 4:53’ Available at: http://www.gdcvault.com/play/1023202/-Fallout-4-s-Modular / (Accessed: 4 December 2016).

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Zogrim (2011) ‘GPU PhysX in Batman: Arkham City’. Available at: https://www.youtube.com/watch?v=j7lr7B9k9SA (Accessed: 9 December 2016).

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Machinima (2008) ‘Mirror’s edge - PhysX comparison (game trailer HD)’. Available at: https://www.youtube.com/watch?v=w0xRJt8rcmY&t=28s (Accessed: 9 December 2016).

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Rare Ltd (2016) ‘Sea of thieves: Comic-con 2016 art of adventure panel’. Available at: https://www.youtube.com/watch?v=ZAIhlMH4ztY (Accessed: 7 December 2016).

Video Games

Warner Bros. Interactive Entertainment (2011), ‘Batman: Arkham City’, Video Game, Rocksteady Studios

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Bethesda Softworkds (2011), ‘The Elder Scrolls V: Skyrim’, Video Game, Bethesda Game Studios

 

Bethesda Softworks (2015), ‘Fallout 4’, Video Game, Bethesda Game Studios

 

Naughty Dog and Sony Computer Entertainment America LLC (2013), ‘The Last of Us’, Video Game, Naughty Dog

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Electronic Arts (2008), ‘Mirror’s Edge’, Video Game, EA DICE

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Microsoft Studios and Crytek (2013), ‘Ryse: Son of Rome’, Video Game, Crytek Frankfurt

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Microsoft Studios (2017), ‘Sea of Thieves’, Video Game, Rare

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Naughty Dog and Sony Interactive Entertainment America LLC (2016), ‘Uncharted 4: A Thief’s End’, Video Game, Naughty Dog

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CD Projekt Red (2015), ‘The Witcher 3:Wild Hunt’, Video Game, CD Projekt Red

Websites

O’Keeffe, George. (2016) 50s Diner Diorama. Available at: http://georgeokeeffe.wixsite.com/dinerdiorama-compact (Accessed: 3 December 2016).

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NVIDIA Corporation. (2016) PhysX FAQ. Available at: http://www.nvidia.com/object/physx_faq.html (Accessed: 9 December 2016).

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Epic Games (2016) Unreal Engine 4.14.0 official in engine documentation, North Carolina, U.S, Epic Games

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O’Keeffe, George. (2016) Cobblestones. Available at: https://georgeokeeffegameart.wordpress.com/2016/10/25/cobblestones/ (Accessed: 6 December 2016).

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Stanton, Jeremy. (2015) Images show how an abandoned Chinese village became a green wonderland. Available at: http://www.dailymail.co.uk/news/article-3117557/The-eerie-beauty-China-s-seaside-ghost-town-Stunning-images-abandoned-fishing-village-green-wonderland-swallowed-mother-nature.html (Accessed: 3 December 2016).

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D’Orazio, D. (2013) Incredible paintings of sci-fi suburbia will make you wish you were Swedish. Available at: http://www.theverge.com/2013/8/27/4664842/sweden-reimagined-what-if-sci-fi-tech-were-real (Accessed: 3 December 2016).

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O’Keeffe, George. (2016) Lighting Test. Available at: https://georgeokeeffegameart.wordpress.com/2016/10/11/lighting-test/ (Accessed: 10 December 2016).

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Burrows, T. (2016) New Orleans theme park that was abandoned after hurricane Katrina. Available at: http://www.dailymail.co.uk/news/article-3889636/When-fun-stops-Eerie-images-New-Orleans-theme-park-abandoned-Hurricane-Katrina-stood-untouched-11-years.html (Accessed: 3 December 2016).

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O’Keeffe, George. (2016) The rest of the floor. Available at: https://georgeokeeffegameart.wordpress.com/2016/11/01/the-rest-of-the-floor/ (Accessed: 6 December 2016).

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Stalenhag, S. (2013) Simon Stålenhag Art Gallery. Available at: http://www.simonstalenhag.se/ (Accessed: 3 December 2016).

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Burgess, J. (2013) Skyrim’s modular level design. Available at: http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html (Accessed: 4 December 2016).

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Fitzgerald, S. and Crytek (2015) Texels per meter - CRYENGINE manual - documentation. Available at: http://docs.cryengine.com/display/SDKDOC2/Texels+Per+Meter (Accessed: 5 December 2016).

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Polycount (2014) Tiling Textures. Available at: http://wiki.polycount.com/wiki/Tiling (Accessed: 5 December 2016).

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O’Keeffe, George. (2016) VFX Japanese River. Available at: http://georgeokeeffe.wixsite.com/vfxjapaneseriver (Accessed: 3 December 2016).

Conclusion
Bibliography
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